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Chelco

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Everything posted by Chelco

  1. I totally agree with you. I wasn't being confrontational, BTW. Indeed, I share some of your frustrations. Agree again. "not handy for any player to figure out" is spot on. Unfortunately, we are left to "figure out" a lot of things. There is a half a year old issue about AI facing at scenario start that we don't even know if it is a feature or a bug. That's one I remember well, but anybody else can chime in with their favorite one. Good luck with the ones you point here. Well, if you are playing blue and blue opened the breach, neither is realistic to be instantly aware of the breach one mile away. But again, I see your point. P/S: Are you the same RSColonel131st who moderated the Strike Fighter's forum back at SimHQ a long time ago?
  2. Even when each soldier has its own 3D model and whatnot, CMx2 has still plenty of abstractions that too often, too fast are labeled as bugs or incomplete features.
  3. I never let this thing near anything even remotely resembling a fight.
  4. Cool ideas, but why everything lately is being asked for the Normandy game? Are the upcoming modules not worth these changes?
  5. And what was the whole Stryker concept? Kinda of a rethoric question dude, I'm not trying to pick a fight.
  6. Mord, I am proud of you. Stay safe. Good luck!
  7. Could it be possible that at the start of the scenario the AI troops face a direction on the basis of best cover, concealment and field of fire?
  8. Kinko that. It has been a long time and this one remains.
  9. Big no here. Why not BF supporting and endorsing the guys who have been doing this on their own money like GJK, they guy in Columbus (cmmods), etc?
  10. Oh, an instant replay of at least 30 seconds back would be great. I play RT because I actually like the freedom of chiming in with orders when I find it adequate rather than waiting for the clock for that. I pause frequently, but sometimes something happens and I cannot see it.
  11. One of the coolest things I ever saw in CMSF was seeing how the info on enemy troops is transmitted through the net. I clicked on one scout dismount and some red ?s could be seen. Then I clicked on the scout HQ unit and the red ?s were not there (the HQ was with no LOS the the suspected enemy position). After a couple of minutes I re-mount the scout unit to a CFV and move them to another place. A few seconds later I click again on the HQ unit (who was still in the same spot and out of LOS from everything) and the ?s were visible. I wonder how the computer-controlled Syrians manage that type of info exchange and if it has any impact on their battle performance. Ah, another cool thing: the units have memory of where they saw enemies. Sometimes this game blows my mind.
  12. BTW Jak, What's the name of the scenario in the first screenshot? Thanks in advance,
  13. I am not sure, but I think it is not possible. I like how the group move order works, it keeps sort of a formation. Very useful in tank battles like "Bad Moon Rising".
  14. The Argentine casualty was Cpt Pedro Giachino. He was badly injured as he tried (along with a handful of subordinates) to enter the Government House. I don't know if this is true, but in Argentina there is story about the Royal Marines trying to provide him medical assistance and Giachino "politely" declining while holding a pin-less grenade. Anyway, I think that sometimes surrender in CMSF should come way before the near total annihilation we see right now. Just an opinion.
  15. Ey Vinnart, I think the answer to 1) is no, no adjustable waypoints.
  16. Not really. The original download info for my copy of CMSF is gone (purchase was more than 365 days ago). Only info I have is for the Marines module. Sorry for the confusion.
  17. I think that if you log in into the BF store you will find a detail of your transaction, including CD key. Not sure, though
  18. The TacAI in CMx2 can be as flexible or as tight as the scenario designer makes it. Too many orders, with too small destination areas results in a computer opponent that does not adapt at all to the player's actions. I'd appreciate if Battlefront would make triggers available, though. Cheers,
  19. Hi Sivodsi, Do you have a target arc covering the stationary tanks? Cheers,
  20. Good point Flanker. The "deer in the headlights" moments I was talking about where all with the IFVs looking straight into the incoming doom. How powerful the thermals really are? Back in 1991, gunners of M1 tanks were able to spot the so-called "floating balls" (actually the heads of Iraqi tank commanders popping out from hatches of cold tanks with their engines off) at ranges of 1,500+ meters. Cheers,
  21. You make a good point too. A time ago, in a discussion forum of a sim that will go unnamed, I read a discussion about this very issue. Do ATGMs, specifically the ones that Soviet-made armor fires, have a tail have with an exhaust hot enough to be seen through the thermals? FWIW in CM at modest engagement ranges you can see the ATGM coming. Even more, in RT play, I'd usually have a pre-ploted "reverse" order pointing towards the protection of a reverse slope on one of my M2/M3s. Order is ready to to become active in one click. It usually works fine, but it requires a lot of micromanagement. I don't have any hard facts to account how it works in real life (it would be great if some tanker would chime in on this), only some anecdotal references I read in books here and there. According to those, after the smoke of the puff of the launch is spotted, gunner should fire at the smoke puff to throw off the aiming of the firing vehicle/team, commander should order a violent maneuver to avoid the incoming missile. That's the way tankers in the IDF did it against the Soviet-made missiles fielded by the Arabs in one of the many wars they had. In the sim that will go unnamed, I can see the incoming ATGM through the GPS, suppress the offender and move out of harms way. It is quite an exhilarating experience. Off course with the Javelin, with its top down trajectory and fire and forget capability, you are FUBAR. Thanks,
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